Whose skin
Or one of the game's own
Arms
Read off the skin itself: classic, 4 wide arms.
Size
...
A player is 32 pixels tall, so scale 1 gives a 32 block statue.
Build
A shell one block thick, which is what you want unless you plan to cut the statue open.
Which way the statue looks once it is placed. South is where a player faces at yaw 0.
Materials
Take it into the game
The commands are relative to where you stand, one per run of the same block, so the statue lands in front of you facing the way you chose. There are 0 of them at this size, which is a datapack function rather than something to paste into chat.
Every skin pixel is matched to the closest block by map colour, and blocks that fall or are not a full cube are left out of the palette entirely. Nothing the tool picks can drop out of the statue once it is standing.
That constraint is the reason a statue looks slightly different from the skin. Minecraft has around 450 blocks worth building with, spread unevenly across the colour space: plenty of greys, browns and greens, far fewer bright pinks and purples. A face comes out well because skin tones sit in the crowded part of the palette. A neon hoodie is the part that will surprise you, and the material list is where you see it happening, one row per block.
Work bottom up and keep the layer plan on a second screen. The plan is a view straight down at the slice you are placing, with the layer under it drawn faintly so you can see where the shape steps in. The same layer is picked out in yellow on the 3D model, so you can turn the model to check what you are looking at without losing your place.
A hollow statue is a shell one block thick. That is what you want for anything you are building by hand, and it is also the reason a statue is cheaper than people expect: the inside of the head, the body and every limb is empty air. Solid is there for the odd case where you plan to carve into it or drop it in a void.
One horizontal layer at a time, from the feet up. Your skin is painted on six boxes, so scaling those boxes up gives a statue where each skin pixel becomes a patch of blocks and every surface block takes the colour of the pixel over it. This tool does that maths and gives you a plan per layer, so you place the bottom slice, step up, and place the next.
About 1,200 for a hollow statue at one block per pixel, which stands 32 blocks tall. Doubling the scale roughly quadruples the count, because a shell grows with the surface area rather than the volume. The material list on this page splits that total by block, so you know how much of each colour to gather before you start.
That is the slim model, the one Alex uses. A slim skin leaves two columns of its arm region transparent, and this tool reads those columns to decide which model your skin is. If it guesses wrong, or you want the other look, switch it to classic or slim by hand.
Only ones that will hold a statue up. Anything that falls, like sand, gravel and concrete powder, is excluded, and so is anything that is not a full cube. Every remaining block is matched to a skin colour by its map colour, which is the colour the game itself gives it.
Yes. The .schem file is what WorldEdit and FAWE read, the .nbt file loads in a vanilla structure block as long as the statue is 48 blocks or under, and the command export is a run of /fill and /setblock lines that drop into a datapack function.
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